That last bit is totally the fault of 5e in many cases no matter how hard the GM tries to cater it to their playersyou can always find items that are useless to you, or just not very useful.
Funny story from one campaign,
DM made 4 custom magic items for our party of 4, from a big boss fight and a treasure hoard.
we identify those items, and going straight to Waterdeep, we decided to sell them all.
I saw guys will for d&d drain from him in real time as we sold custom made items that he spent time designing them for bunch of +1 stock weapons and armors and some cheap uncommon/common items. It was sad and hilarious at the same time.
No it's often the fault of 5e. By not designing monsters so the PCs need magic items the GM is left with one option, "give players broken and op or forgettable stuff"with nothing between those three. In the past there were lots of ways that the gm could use deeper nuance to give magic items that helped a PC meet prerequisites for mutually desirable build choices utility or more options.Sounds like he didn't design them with the players in mind. It's a hard lesson to learn.
None of those are needed in 5e unless the gm fires the catch 22 at themselves to force it so those kinds of items are required while hoping that their players climb onboard rather than taking the campaign hostage by daring the GM to Keep making it required in the face of that stonewalling